About
A personal knowledge base of game mechanics, written by Sascha Becker while designing my own games in Godot.
Why this exists
I dissect games as I play them — Warframe's blueprint economy, Sparklite's grid inventory, Slay the Spire's risk-vs-reward fractals, the daily-login dopamine of every live-service. Patterns repeat across genres, and recognizing them is half the work of designing my own. This site is where I write them down so I can find them again.
How it's organized
- Games — one folder per game, with sub-pages per mechanic system. Snapshot at the top, macro loop, design tensions (with dev quotes when available), and "lessons for my own games."
- Concepts — pattern-first pages: a one-line lemma, a cross-game contrast table, when to use, pitfalls.
- Patterns — auto-generated index linking every pattern to every game that exemplifies it. The graph view of the knowledge base.
What it's not
- Not a wiki of every game.
- Not a review site — focus is mechanics and design intent, not whether a game is good.
- Not exhaustive. Games appear when I have something specific to say.
Contributing
Public for now as a portfolio piece and reference. PRs welcome if you spot factual errors. Opinions are mine and meant to be argued with.